bsnes/shaders/Pixellate.shader/pixellate.fs

41 lines
1.4 KiB
GLSL

#version 150
uniform sampler2D source[];
uniform vec4 sourceSize[];
uniform vec4 targetSize;
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
void main() {
vec2 texelSize = 1.0 * sourceSize[0].zw;
vec2 range = vec2(abs(dFdx(texCoord.x)), abs(dFdy(texCoord.y)));
range = range / 2.0 * 0.999;
float left = texCoord.x - range.x;
float top = texCoord.y + range.y;
float right = texCoord.x + range.x;
float bottom = texCoord.y - range.y;
vec4 topLeftColor = pow(texture(source[0], vec2(left, top)), vec4(2.2));
vec4 bottomRightColor = pow(texture(source[0], vec2(right, bottom)), vec4(2.2));
vec4 bottomLeftColor = pow(texture(source[0], vec2(left, bottom)), vec4(2.2));
vec4 topRightColor = pow(texture(source[0], vec2(right, top)), vec4(2.2));
vec2 border = clamp(round(texCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
float totalArea = 4.0 * range.x * range.y;
vec4 averageColor;
averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
fragColor = pow(averageColor, vec4(1.0/2.2));
}